Fix arrow bend behavior

pull/71/head
Steve Ruiz 2021-08-30 13:15:52 +01:00
rodzic cefd294c13
commit 62a3da0498
5 zmienionych plików z 63 dodań i 125 usunięć

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@ -58,7 +58,6 @@ export function Page<T extends TLShape>({
<Bounds zoom={zoom} bounds={bounds} isLocked={isLocked} rotation={rotation} />
)}
{!hideIndicators &&
selectedIds.length > 1 &&
selectedIds
.filter(Boolean)
.map((id) => (

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@ -96,6 +96,8 @@ export function useShapeTree<T extends TLShape, M extends Record<string, unknown
// Call onChange callback when number of rendering shapes changes
if (shapesToRender.length !== rPreviousCount.current) {
// Use a timeout to clear call stack, in case the onChange handleer
// produces a new state change (React won't like that)
setTimeout(() => onChange?.(shapesToRender.map((shape) => shape.id)), 0)
rPreviousCount.current = shapesToRender.length
}

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@ -510,7 +510,7 @@ export class Vec {
return Array.from(Array(steps))
.map((_, i) => {
const t = i / steps
return t * t * t
return t * t * t * t
})
.map((t) => Vec.round([...Vec.lrp(a, b, t), (1 - t) / 2]))
}

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@ -91,7 +91,7 @@ export class Arrow extends TLDrawShapeUtil<ArrowShape> {
const arrowHeadLength = Math.min(arrowDist / 3, strokeWidth * 8)
let shaftPath: JSX.Element
let shaftPath: JSX.Element | null
let startArrowHead: { left: number[]; right: number[] } | undefined
let endArrowHead: { left: number[]; right: number[] } | undefined
@ -120,31 +120,32 @@ export class Arrow extends TLDrawShapeUtil<ArrowShape> {
}
// Straight arrow path
shaftPath = (
<>
<path
d={path}
fill="none"
strokeWidth={Math.max(8, strokeWidth * 2)}
strokeDasharray="none"
strokeDashoffset="none"
strokeLinecap="round"
strokeLinejoin="round"
pointerEvents="stroke"
/>
<path
d={path}
fill={styles.stroke}
stroke={styles.stroke}
strokeWidth={sw}
strokeDasharray={strokeDasharray}
strokeDashoffset={strokeDashoffset}
strokeLinecap="round"
strokeLinejoin="round"
pointerEvents="stroke"
/>
</>
)
shaftPath =
arrowDist > 2 ? (
<>
<path
d={path}
fill="none"
strokeWidth={Math.max(8, strokeWidth * 2)}
strokeDasharray="none"
strokeDashoffset="none"
strokeLinecap="round"
strokeLinejoin="round"
pointerEvents="stroke"
/>
<path
d={path}
fill={styles.stroke}
stroke={styles.stroke}
strokeWidth={sw}
strokeDasharray={strokeDasharray}
strokeDashoffset={strokeDashoffset}
strokeLinecap="round"
strokeLinejoin="round"
pointerEvents="stroke"
/>
</>
) : null
} else {
const circle = getCtp(shape)
@ -496,6 +497,18 @@ export class Arrow extends TLDrawShapeUtil<ArrowShape> {
}
})
nextHandles = {
...nextHandles,
start: {
...nextHandles.start,
point: Vec.round(nextHandles.start.point),
},
end: {
...nextHandles.end,
point: Vec.round(nextHandles.end.point),
},
}
// If the user is moving the bend handle, we want to move the bend point
if ('bend' in handles) {
const { start, end, bend } = nextHandles
@ -524,23 +537,16 @@ export class Arrow extends TLDrawShapeUtil<ArrowShape> {
// negative, otherwise it's positive.
const angleToBend = Vec.angle(start.point, bendPoint)
if (Utils.isAngleBetween(angle, angle + Math.PI, angleToBend)) {
// If resulting bend is low enough that the handle will snap to center,
// then also snap the bend to center
if (Vec.isEqual(midPoint, getBendPoint(nextHandles, nextBend))) {
nextBend = 0
} else if (Utils.isAngleBetween(angle, angle + Math.PI, angleToBend)) {
// Otherwise, fix the bend direction
nextBend *= -1
}
}
nextHandles = {
...nextHandles,
start: {
...nextHandles.start,
point: Vec.round(nextHandles.start.point),
},
end: {
...nextHandles.end,
point: Vec.round(nextHandles.end.point),
},
}
const nextShape = {
point: shape.point,
bend: nextBend,
@ -613,16 +619,14 @@ function renderFreehandArrowShaft(shape: ArrowShape) {
const strokeWidth = +getShapeStyle(style).strokeWidth * 2
const st = Math.abs(getRandom())
const stroke = getStroke(
[...Vec.pointsBetween(start.point, end.point), end.point, end.point, end.point, end.point],
[...Vec.pointsBetween(start.point, end.point), end.point, end.point, end.point],
{
size: strokeWidth / 2,
thinning: 0.5 + getRandom() * 0.3,
easing: (t) => t * t,
end: { taper: 1 },
start: { taper: 1 + 32 * (st * st * st) },
end: { cap: true },
start: { cap: true },
simulatePressure: true,
last: true,
}
@ -641,8 +645,6 @@ function renderCurvedFreehandArrowShaft(shape: ArrowShape, circle: number[]) {
const strokeWidth = +getShapeStyle(style).strokeWidth * 2
const st = Math.abs(getRandom())
const center = [circle[0], circle[1]]
const radius = circle[2]
@ -658,16 +660,12 @@ function renderCurvedFreehandArrowShaft(shape: ArrowShape, circle: number[]) {
points.push(Vec.round(Vec.nudgeAtAngle(center, angle, radius)))
}
const stroke = getStroke([...points, end.point, end.point], {
const stroke = getStroke([...points, end.point, end.point, end.point], {
size: strokeWidth / 2,
thinning: 0.5 + getRandom() * 0.3,
easing: (t) => t * t,
end: {
taper: shape.decorations?.end ? 1 : 1 + strokeWidth * 5 * (st * st * st),
},
start: {
taper: shape.decorations?.start ? 1 : 1 + strokeWidth * 5 * (st * st * st),
},
end: { cap: true },
start: { cap: true },
simulatePressure: true,
streamline: 0.01,
last: true,
@ -782,68 +780,3 @@ function getArrowPath(shape: ArrowShape) {
return path.join(' ')
}
// function getArrowHeadPath(shape: ArrowShape, point: number[], inset: number[]) {
// const { left, right } = getArrowHeadPoints(shape, point, inset)
// return ['M', left, 'L', point, right].join(' ')
// }
// function getArrowHeadPoints(shape: ArrowShape, point: number[], inset: number[]) {
// // Use the shape's random seed to create minor offsets for the angles
// const getRandom = Utils.rng(shape.id)
// return {
// left: Vec.rotWith(inset, point, Math.PI / 6 + (Math.PI / 12) * getRandom()),
// right: Vec.rotWith(inset, point, -Math.PI / 6 + (Math.PI / 12) * getRandom()),
// }
// }
// function getDrawArrowPath(shape: ArrowShape) {
// const {
// decorations,
// handles: { start, end, bend: _bend },
// style,
// } = shape
// const { strokeWidth } = getShapeStyle(style, false)
// const arrowDist = Vec.dist(start.point, end.point)
// const arrowHeadLength = Math.min(arrowDist / 3, strokeWidth * 8)
// const path: (string | number)[] = []
// const isStraightLine = Vec.dist(_bend.point, Vec.round(Vec.med(start.point, end.point))) < 1
// if (isStraightLine) {
// // Path (line segment)
// path.push(`M ${start.point} L ${end.point}`)
// // Start arrow head
// if (decorations?.start) {
// path.push(getStraightArrowHeadPath(start.point, end.point, arrowHeadLength))
// }
// // End arrow head
// if (decorations?.end) {
// path.push(getStraightArrowHeadPath(end.point, start.point, arrowHeadLength))
// }
// } else {
// const { center, radius, length } = getArrowArc(shape)
// // Path (arc)
// path.push(`M ${start.point} A ${radius} ${radius} 0 0 ${length > 0 ? '1' : '0'} ${end.point}`)
// // Start Arrow head
// if (decorations?.start) {
// path.push(getCurvedArrowHeadPath(start.point, arrowHeadLength, center, radius, length < 0))
// }
// // End arrow head
// if (decorations?.end) {
// path.push(getCurvedArrowHeadPath(end.point, arrowHeadLength, center, radius, length >= 0))
// }
// }
// return path.join(' ')
// }

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@ -11,6 +11,9 @@ import {
TLDrawRenderInfo,
} from '~types'
// TODO
// [ ] - Make sure that fill does not extend drawn shape at corners
export class Rectangle extends TLDrawShapeUtil<RectangleShape> {
type = TLDrawShapeType.Rectangle as const
toolType = TLDrawToolType.Bounds
@ -351,13 +354,14 @@ function renderPath(shape: RectangleShape) {
Math.floor(5 + getRandom() * 4)
)
const stroke = getStroke([...lines.flat().slice(2), ...lines[0], ...lines[0].slice(4)], {
size: 1 + +styles.strokeWidth,
thinning: 0.6,
const stroke = getStroke([...lines.flat().slice(4), ...lines[0], ...lines[0].slice(4)], {
size: 1 + styles.strokeWidth,
thinning: 0.618,
easing: (t) => t * t * t * t,
end: { taper: +styles.strokeWidth * 20 },
start: { taper: +styles.strokeWidth * 20 },
end: { cap: true },
start: { cap: true },
simulatePressure: false,
last: true,
})
return Utils.getSvgPathFromStroke(stroke)